use rand::{thread_rng, Rng}; use uuid::Uuid; use cryp::{Cryp, CrypEffect, EffectMeta, Stat}; use vbox::{Var}; pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutions: Vec) -> Resolutions { if let Some(disable) = source.disabled(skill) { resolutions.push(Resolution::new(source, target).event(Event::Disable { disable, skill })); return resolutions; } if target.is_ko() { resolutions.push(Resolution::new(source, target).event(Event::TargetKo { skill })); return resolutions; } if target.affected(Effect::Reflect) { // guard against overflow if source.affected(Effect::Reflect) { return resolutions; } resolutions.push(Resolution::new(source, target).event(Event::Reflection { skill })); return resolve(skill, target, source, resolutions); } // match self.category() == Category::Red { // true => { // if let Some(evasion) = target.evade(*self) { // resolutions.push(evasion); // return Event; // } // }, // false => (), // } resolutions = match skill { Skill::Amplify => amplify(source, target, resolutions), // increase magic damage Skill::Attack => attack(source, target, resolutions), Skill::Banish => banish(source, target, resolutions), // TODO prevent all actions Skill::Blast => blast(source, target, resolutions), Skill::Block => block(source, target, resolutions), Skill::Clutch => clutch(source, target, resolutions), Skill::Corrupt => corrupt(source, target, resolutions), Skill::CorruptionTick => corruption_tick(source, target, resolutions), Skill::Curse => curse(source, target, resolutions), Skill::Decay => decay(source, target, resolutions), // dot Skill::DecayTick => decay_tick(source, target, resolutions), // dot Skill::Empower => empower(source, target, resolutions), // increased phys damage Skill::Haste => haste(source, target, resolutions), // speed slow Skill::Heal => heal(source, target, resolutions), Skill::Hex => hex(source, target, resolutions), Skill::Hostility => hostility(source, target, resolutions), Skill::Invert => invert(source, target, resolutions), Skill::Injure => injure(source, target, resolutions), Skill::Parry => parry(source, target, resolutions), Skill::Purge => purge(source, target, resolutions), // dispel all buffs Skill::Purify => purify(source, target, resolutions), // dispel all debuffs Skill::Recharge => recharge(source, target, resolutions), // target is immune to magic damage and fx Skill::Reflect => reflect(source, target, resolutions), Skill::Riposte => panic!("riposte should not be caste"), Skill::Ruin => ruin(source, target, resolutions), Skill::Shield => shield(source, target, resolutions), // target is immune to magic damage and fx Skill::Silence => silence(source, target, resolutions), // target cannot cast spells Skill::Siphon => siphon(source, target, resolutions), Skill::SiphonTick => siphon_tick(source, target, resolutions), // hot Skill::Slay => unimplemented!(), Skill::Slow => slow(source, target, resolutions), // speed slow Skill::Snare => snare(source, target, resolutions), Skill::Strangle => strangle(source, target, resolutions), Skill::StrangleTick => strangle_tick(source, target, resolutions), Skill::Strike => strike(source, target, resolutions), Skill::Stun => stun(source, target, resolutions), Skill::Taunt => taunt(source, target, resolutions), Skill::Throw => throw(source, target, resolutions), // no damage stun, adds vulnerable Skill::Triage => triage(source, target, resolutions), // hot Skill::TriageTick => triage_tick(source, target, resolutions), // hot // ----------------- // Test // ----------------- Skill::TestTouch => touch(source, target, resolutions), Skill::TestStun => stun(source, target, resolutions), Skill::TestBlock => block(source, target, resolutions), Skill::TestParry => parry(source, target, resolutions), Skill::TestSiphon => siphon(source, target, resolutions), }; // if any event dealt damage to target cryp // hit them with corruption // on damage events // todo not sure if this fucks up with multiple calls to resolve // have to think for r in resolutions.clone() { match r.event { Event::Damage { amount, skill, mitigation: _, colour: _ } => { if target.affected(Effect::Corrupt) { resolutions = corruption(target, source, resolutions); } if target.affected(Effect::Hostility) { resolutions = hatred(source, target, resolutions, skill, amount); } }, Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) { true => resolutions = riposte(target, source, resolutions), false => (), }, _ => (), } }; // i don't think we need to check the source being ko if target.is_ko() { resolutions.push(Resolution::new(source, target).event(Event::Ko { skill })); target.effects.clear(); } return resolutions; } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Cast { pub id: Uuid, pub source_player_id: Uuid, pub source_cryp_id: Uuid, pub target_cryp_id: Uuid, pub skill: Skill, pub speed: u64, pub resolutions: Resolutions, } impl Cast { pub fn new(source_cryp_id: Uuid, source_player_id: Uuid, target_cryp_id: Uuid, skill: Skill) -> Cast { return Cast { id: Uuid::new_v4(), source_cryp_id, source_player_id, target_cryp_id, skill, speed: 0, resolutions: vec![], }; } pub fn new_tick(source: &mut Cryp, target: &mut Cryp, skill: Skill) -> Cast { Cast::new(source.id, source.account, target.id, skill) } pub fn used_cooldown(&self) -> bool { return self.skill.base_cd().is_some(); } } pub type Disable = Vec; pub type Immunity = Vec; #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct LogCryp { pub id: Uuid, pub name: String, } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Resolution { pub source: LogCryp, pub target: LogCryp, pub event: Event, } impl Resolution { fn new(source: &Cryp, target: &Cryp) -> Resolution { Resolution { source: LogCryp { id: source.id, name: source.name.clone() }, target: LogCryp { id: target.id, name: target.name.clone() }, event: Event::Incomplete, } } fn event(mut self, e: Event) -> Resolution { self.event = e; self } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub enum Event { Disable { skill: Skill, disable: Disable }, Immunity { skill: Skill, immunity: Immunity }, Damage { skill: Skill, amount: u64, mitigation: u64, colour: Category }, Healing { skill: Skill, amount: u64, overhealing: u64 }, Recharge { skill: Skill, red: u64, blue: u64 }, Inversion { skill: Skill }, Reflection { skill: Skill }, Effect { skill: Skill, effect: Effect, duration: u8 }, Removal { effect: Effect }, Evasion { skill: Skill, evasion_rating: u64 }, TargetKo { skill: Skill }, // skill not necessary but makes it neater as all events are arrays in js Ko { skill: Skill }, Incomplete, } type Resolutions = Vec; pub type Cooldown = Option; #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Effect { // physical Stun, Parry, Block, Bleed, Leech, Airborne, Untouchable, Deadly, Vulnerable, Fury, Blind, Snare, Clutch, Injured, Reflect, Empower, Taunt, Invert, Strangle, Strangling, // magic Hex, Ruin, Curse, Banish, Slow, Haste, Enslave, Mesmerise, Amplify, Silence, // corrupt is the buff that applies // corruption the dmg debuff Corrupt, Corruption, // hostility is the buff // hatred is the increased damage Hostility, Hatred, // magic immunity Shield, // effects over time Triage, Decay, Regen, Siphon, SpeedSiphon, SpeedIncrease, Ko, } impl Effect { pub fn immune(&self, skill: Skill) -> bool { match self { Effect::Parry => match skill.category() { Category::Blue => false, Category::Red => true, _ => false, }, Effect::Shield => match skill.category() { Category::Blue => true, Category::Red => false, _ => false, }, Effect::Strangle => skill != Skill::StrangleTick, Effect::Strangling => match skill.category() { Category::BlueTick => false, Category::RedTick => false, _ => true, }, Effect::Banish => true, Effect::Injured => match skill.category() { Category::Green => true, Category::GreenTick => true, _ => false, }, _ => false, } } pub fn disables_skill(&self, skill: Skill) -> bool { match self { Effect::Stun => true, Effect::Hex => true, Effect::Ruin => true, Effect::Banish => true, Effect::Strangle => true, Effect::Strangling => skill != Skill::StrangleTick, Effect::Silence => match skill.category() { Category::Blue => true, Category::Red => false, _ => false, }, Effect::Snare => match skill.category() { Category::Blue => false, Category::Red => true, _ => false, }, Effect::Ko => match skill.category() { Category::BlueTick => false, Category::GreenTick => false, _ => true, }, _ => false, } } pub fn modifications(&self) -> Vec { match self { Effect::Empower => vec![Stat::RedDamage], Effect::Vulnerable => vec![Stat::RedDamageTaken], Effect::Block => vec![Stat::RedDamageTaken], Effect::Hatred => vec![Stat::RedDamage, Stat::BlueDamage], Effect::Amplify => vec![Stat::BlueDamage], Effect::Curse => vec![Stat::BlueDamageTaken], Effect::Haste => vec![Stat::Speed], Effect::Slow => vec![Stat::Speed], _ => vec![], } } pub fn apply(&self, value: u64, meta: Option) -> u64 { match self { Effect::Empower => value << 1, Effect::Vulnerable => value << 1, Effect::Block => value >> 1, Effect::Amplify => value << 1, Effect::Curse => value << 1, Effect::Haste => value << 1, Effect::Slow => value >> 1, Effect::Hatred => value + match meta { Some(EffectMeta::AddedDamage(d)) => d, _ => panic!("hatred meta not damage"), }, _ => { println!("{:?} does not have a mod effect", self); return value; }, } } pub fn category(&self) -> Category { match self { // physical Effect::Stun => Category::Debuff, Effect::Block => Category::Buff, Effect::Parry => Category::Buff, Effect::Bleed => Category::Debuff, Effect::Leech => Category::Debuff, Effect::Airborne => Category::Debuff, Effect::Untouchable => Category::Buff, Effect::Deadly => Category::Buff, Effect::Vulnerable => Category::Debuff, Effect::Fury => Category::Buff, Effect::Blind => Category::Debuff, Effect::Snare => Category::Debuff, Effect::Clutch => Category::Buff, Effect::Taunt => Category::Buff, Effect::Empower => Category::Buff, Effect::Injured => Category::Debuff, Effect::Strangle => Category::Debuff, Effect::Strangling => Category::Buff, // magic Effect::Hex => Category::Debuff, Effect::Ruin => Category::Debuff, Effect::Curse => Category::Debuff, Effect::Banish => Category::Debuff, // todo randomise Effect::Slow => Category::Debuff, Effect::Haste => Category::Buff, Effect::Hatred => Category::Buff, Effect::Reflect => Category::Buff, Effect::Enslave => Category::Debuff, Effect::Mesmerise => Category::Debuff, Effect::Amplify => Category::Buff, Effect::Silence => Category::Debuff, Effect::Corrupt => Category::Buff, Effect::Corruption => Category::Debuff, Effect::Hostility => Category::Buff, // magic immunity Effect::Shield => Category::Buff, Effect::Invert => Category::Buff, // effects over time Effect::Triage => Category::Buff, Effect::Decay => Category::Debuff, Effect::Regen => Category::Buff, Effect::Siphon => Category::Debuff, Effect::SpeedSiphon => Category::Debuff, Effect::SpeedIncrease => Category::Buff, Effect::Ko => Category::Ko, } } pub fn duration(&self) -> u8 { match self { Effect::Block => 1, Effect::Parry => 1, Effect::Clutch => 1, Effect::Reflect => 1, Effect::Injured => 2, Effect::Strangle => 2, Effect::Strangling => 2, Effect::Stun => 1, Effect::Vulnerable => 2, Effect::Snare => 2, Effect::Taunt => 1, Effect::Empower => 2, Effect::Invert => 1, Effect::Hex => 2, Effect::Ruin => 1, Effect::Curse => 2, Effect::Banish => 1, Effect::Slow => 2, Effect::Haste => 2, Effect::Amplify => 2, Effect::Silence => 2, Effect::Hostility => 2, Effect::Hatred => 5, Effect::Corrupt => 2, Effect::Corruption => 3, Effect::Shield => 2, Effect::Triage => 3, Effect::Decay => 3, Effect::Siphon => 2, _ => { println!("{:?} does not have a duration", self); return 1; }, } } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Category { Red, Blue, Green, RedDamage, BlueDamage, GreenDamage, RedTick, BlueTick, GreenTick, Buff, Debuff, Ko, } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Skill { Attack, // ----------------- // Nature // ----------------- Block, // reduce damage Parry, // avoid all damage Riposte, Snare, Injure, Recharge, Reflect, Ruin, Slay, Clutch, Taunt, Invert, Strangle, StrangleTick, Strike, Stun, // Evade, // actively evade // ----------------- // Nonviolence // ----------------- Heal, Triage, // hot TriageTick, Throw, // no damage stun, adds vulnerable // Sleep, // Nightmare, // ------------------- // Destruction // ------------------- Blast, Amplify, Decay, // dot DecayTick, // dot Siphon, SiphonTick, Curse, Hostility, Corrupt, CorruptionTick, // ----------------- // Purity // ----------------- Empower, Shield, Silence, Purify, Purge, // ----------------- // Chaos // ----------------- Banish, Hex, Haste, Slow, // used by tests, no cd, no damage TestTouch, TestStun, TestBlock, TestParry, TestSiphon, } impl Skill { pub fn base_cd(&self) -> Cooldown { match self { Skill::Attack => None, Skill::Strike => None, Skill::Block => None, // reduce damage Skill::Parry => None, // avoid all damage Skill::Riposte => None, // used on parry Skill::Snare => Some(1), Skill::Stun => Some(1), Skill::Heal => None, Skill::Triage => None, // hot Skill::TriageTick => None, Skill::Throw => Some(1), // no damage stun, adds vulnerable Skill::Blast => None, Skill::Amplify => Some(1), Skill::Invert => Some(2), Skill::Decay => None, // dot Skill::DecayTick => None, Skill::Siphon => Some(1), Skill::SiphonTick => None, Skill::Curse => Some(1), Skill::Empower => Some(1), Skill::Shield => None, Skill::Silence => Some(1), Skill::Purify => None, Skill::Purge => None, Skill::Banish => Some(1), Skill::Hex => Some(1), Skill::Haste => None, Skill::Slow => None, Skill::Reflect => Some(2), Skill::Recharge => Some(2), Skill::Ruin => Some(3), Skill::Slay => None, Skill::Strangle => Some(2), Skill::StrangleTick => None, Skill::Clutch => Some(2), Skill::Taunt => Some(1), Skill::Injure => Some(2), Skill::Corrupt => Some(1), Skill::CorruptionTick => None, Skill::Hostility => Some(1), // ----------------- // Test // ----------------- Skill::TestTouch => None, Skill::TestStun => None, Skill::TestBlock => None, Skill::TestSiphon => None, Skill::TestParry => None, } } pub fn category(&self) -> Category { match self { Skill::Attack => Category::Red, Skill::Strike => Category::Red, Skill::Injure => Category::Red, Skill::Strangle => Category::Red, Skill::StrangleTick => Category::Red, Skill::Block => Category::Red, // reduce damage Skill::Parry => Category::Red, // avoid all damage Skill::Riposte => Category::Red, // avoid all damage Skill::Snare => Category::Red, Skill::Clutch => Category::Red, Skill::Stun => Category::Red, Skill::Slay => Category::Red, Skill::Taunt => Category::Red, Skill::Heal => Category::Green, Skill::Triage => Category::Green, // hot Skill::TriageTick => Category::GreenTick, // hot Skill::Throw => Category::Green, Skill::Empower => Category::Green, Skill::Shield => Category::Green, Skill::Purify => Category::Green, Skill::Recharge => Category::Green, Skill::Reflect => Category::Green, Skill::Haste => Category::Green, Skill::Invert => Category::Green, Skill::Blast => Category::Blue, Skill::Amplify => Category::Blue, Skill::Decay => Category::Blue, // dot Skill::DecayTick => Category::BlueTick, // hot Skill::Siphon => Category::Blue, Skill::SiphonTick => Category::BlueTick, // hot Skill::Curse => Category::Blue, Skill::Silence => Category::Blue, Skill::Purge => Category::Blue, Skill::Banish => Category::Blue, Skill::Hex => Category::Blue, Skill::Slow => Category::Blue, Skill::Ruin => Category::Blue, Skill::Hostility => Category::Blue, Skill::Corrupt => Category::Blue, Skill::CorruptionTick => Category::Blue, // ----------------- // Test // ----------------- Skill::TestTouch => Category::Red, Skill::TestStun => Category::Red, Skill::TestParry => Category::Red, Skill::TestBlock => Category::Red, Skill::TestSiphon => Category::Blue, } } pub fn ko_castable(&self) -> bool { match self { Skill::TriageTick => true, Skill::DecayTick => true, Skill::SiphonTick => true, Skill::CorruptionTick => true, _ => false, } } pub fn speed(&self) -> u8 { match self { // ----------------- // Test // ----------------- Skill::TestTouch => 10, Skill::TestStun => 5, Skill::TestBlock => 10, Skill::TestParry => 10, Skill::TestSiphon => 10, Skill::Strike => u8::max_value(), Skill::SiphonTick => Var::from(Skill::Siphon).speed(), Skill::DecayTick => Var::from(Skill::Decay).speed(), Skill::TriageTick => Var::from(Skill::Triage).speed(), Skill::StrangleTick => Var::from(Skill::Strangle).speed(), Skill::CorruptionTick => Var::from(Skill::Corrupt).speed(), _ => Var::from(*self).speed(), } } pub fn aoe(&self) -> bool { match self { Skill::Ruin => true, _ => false, } } pub fn self_targeting(&self) -> bool { match self { Skill::Block => true, Skill::Parry => true, Skill::Clutch => true, Skill::Taunt => true, Skill::Corrupt => true, Skill::TestBlock => true, Skill::TestParry => true, _ => false, } } pub fn defensive(&self) -> bool { let mut rng = thread_rng(); match self { Skill::Heal | Skill::Triage | Skill::Empower | Skill::Purify | Skill::Parry | Skill::Clutch | Skill::Shield | Skill::Recharge | Skill::Reflect | Skill::Haste | Skill::Invert | Skill::Amplify | Skill::Hostility | Skill::Corrupt | Skill::Block => true, Skill::Banish => rng.gen_bool(0.5), _ => false, } } } fn touch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { target.deal_red_damage(Skill::TestTouch, 0) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn attack(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.red_damage(); target.deal_red_damage(Skill::Attack, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.red_damage(); target.deal_red_damage(Skill::Strike, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn injure(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.red_damage(); target.deal_red_damage(Skill::Injure, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); let effect = CrypEffect::new(Effect::Injured); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Injure, effect))); return results; } fn stun(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Stun); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Stun, effect))); return results; } fn clutch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Clutch); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Clutch, effect))); return results; } fn taunt(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Taunt); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Taunt, effect))); return results; } fn throw(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let stun = CrypEffect::new(Effect::Stun); let vulnerable = CrypEffect::new(Effect::Vulnerable); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Throw, stun))); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Throw, vulnerable))); return results; } fn strangle(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let target_stun = CrypEffect::new(Effect::Strangle) .set_tick(Cast::new_tick(source, target, Skill::StrangleTick)); let attacker_immunity = CrypEffect::new(Effect::Strangling); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Strangle, target_stun))); results.push(Resolution::new(source, source).event(source.add_effect(Skill::Strangle, attacker_immunity))); return strangle_tick(source, target, results); } fn strangle_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.red_damage(); target.deal_red_damage(Skill::StrangleTick, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); // remove immunity if target ko if target.is_ko() { let i = source.effects .iter() .position(|e| e.effect == Effect::Strangling) .expect("no strangling on cryp"); source.effects.remove(i); results.push(Resolution::new(source, source).event(Event::Removal { effect: Effect::Strangling })); } return results; } fn block(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let block = CrypEffect::new(Effect::Block); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Block, block))); return results; } fn parry(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Parry); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Parry, effect))); return results; } fn riposte(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.red_damage(); target.deal_red_damage(Skill::Riposte, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn snare(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let snare = CrypEffect::new(Effect::Snare); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Snare, snare))); return results; } fn empower(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let empower = CrypEffect::new(Effect::Empower); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Empower, empower))); return results; } fn heal(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.green_damage(); target.deal_green_damage(Skill::Heal, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn triage(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Triage) .set_tick(Cast::new_tick(source, target, Skill::TriageTick)); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Triage, effect))); return triage_tick(source, target, results); } fn triage_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.green_damage().wrapping_div(2); target.deal_green_damage(Skill::TriageTick, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn blast(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.blue_damage(); target.deal_blue_damage(Skill::Blast, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn amplify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amplify = CrypEffect::new(Effect::Amplify); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Amplify, amplify))); return results;; } fn haste(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Haste); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Haste, effect))); return results;; } fn slow(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Slow); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Slow, effect))); return results;; } fn decay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let decay = CrypEffect::new(Effect::Decay) .set_tick(Cast::new_tick(source, target, Skill::DecayTick)); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Decay, decay))); return decay_tick(source, target, results); } fn decay_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.blue_damage() / 2; target.deal_blue_damage(Skill::DecayTick, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } // corrupt is the buff effect // when attacked it runs corruption and applies a debuff fn corrupt(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Corrupt); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Corrupt, effect))); return results;; } fn corruption(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Corruption) .set_tick(Cast::new_tick(source, target, Skill::CorruptionTick)); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Corrupt, effect))); return corruption_tick(source, target, results); } fn corruption_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.blue_damage() / 2; target.deal_blue_damage(Skill::CorruptionTick, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; } fn ruin(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Ruin); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Ruin, effect))); return results;; } fn hex(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let hex = CrypEffect::new(Effect::Hex); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Hex, hex))); return results;; } fn hostility(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Hostility); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Hostility, effect))); return results;; } fn hatred(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill, amount: u64) -> Resolutions { let effect = CrypEffect::new(Effect::Hatred) .set_meta(EffectMeta::AddedDamage(amount)); results.push(Resolution::new(source, target).event(target.add_effect(skill, effect))); return results;; } fn curse(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let curse = CrypEffect::new(Effect::Curse); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Curse, curse))); return results;; } fn invert(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Invert); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Invert, effect))); return results;; } fn reflect(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let effect = CrypEffect::new(Effect::Reflect); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Reflect, effect))); return results;; } fn recharge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { results.push(Resolution::new(source, target).event(target.recharge())); return results; } fn siphon(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let siphon = CrypEffect::new(Effect::Siphon) .set_tick(Cast::new_tick(source, target, Skill::SiphonTick)); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Siphon, siphon))); return siphon_tick(source, target, results); } fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let amount = source.blue_damage(); let siphon_events = target.deal_blue_damage(Skill::SiphonTick, amount); for e in siphon_events { match e { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => { let heal = source.deal_green_damage(Skill::Siphon, amount); for e in heal { results.push(Resolution::new(source, source).event(e)); }; }, _ => (), } results.push(Resolution::new(source, target).event(e)); } return results; } fn shield(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let shield = CrypEffect::new(Effect::Shield); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Shield, shield))); return results; } fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let silence = CrypEffect::new(Effect::Silence); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Silence, silence))); return results; } fn purge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { while let Some(i) = target.effects .iter() .position(|ce| [Category::Buff, Category::Buff].contains(&ce.effect.category())) { let ce = target.effects.remove(i); results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect })); } return results; } fn purify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { while let Some(i) = target.effects .iter() .position(|ce| [Category::Debuff, Category::Debuff].contains(&ce.effect.category())) { let ce = target.effects.remove(i); results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect })); } return results; } fn banish(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Resolutions { let banish = CrypEffect::new(Effect::Banish); results.push(Resolution::new(source, target).event(target.add_effect(Skill::Banish, banish))); return results; } #[cfg(test)] mod tests { use skill::*; #[test] fn heal_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .learn(Skill::Heal); let mut y = Cryp::new() .named(&"camel".to_string()) .learn(Skill::Heal); x.deal_red_damage(Skill::Attack, 5); heal(&mut y, &mut x, vec![]); } #[test] fn decay_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); decay(&mut x, &mut y, vec![]); assert!(y.effects.iter().any(|e| e.effect == Effect::Decay)); y.reduce_effect_durations(); let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay); // assert!(y.green_life() == y.green_life().saturating_sub(decay.unwrap().tick.unwrap().amount)); } #[test] fn block_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); // ensure it doesn't have 0 pd x.red_damage.force(100); y.green_life.force(500); block(&mut y.clone(), &mut y, vec![]); assert!(y.effects.iter().any(|e| e.effect == Effect::Block)); let mut results = attack(&mut x, &mut y, vec![]); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 50), _ => panic!("not damage"), }; } #[test] fn clutch_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); x.red_damage.force(u64::max_value()); clutch(&mut y.clone(), &mut y, vec![]); assert!(y.affected(Effect::Clutch)); let mut results = attack(&mut x, &mut y, vec![]); assert!(y.green_life() == 1); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 1023), _ => panic!("not damage"), }; } #[test] fn injure_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); resolve(Skill::Injure, &mut x, &mut y, vec![]); assert!(y.immune(Skill::Heal).is_some()); // resolutions = heal(&mut y.clone(), &mut y, resolutions); } #[test] fn invert_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); // give red shield but reduce to 0 y.red_life.force(64); y.red_life.reduce(64); x.red_damage.force(256 + 64); invert(&mut y.clone(), &mut y, vec![]); assert!(y.affected(Effect::Invert)); // heal should deal green damage heal(&mut x, &mut y, vec![]); assert!(y.green_life() == 768); // attack should heal and recharge red shield let mut results = attack(&mut x, &mut y, vec![]); assert!(y.green_life() == 1024); match results.remove(0).event { Event::Inversion { skill } => assert_eq!(skill, Skill::Attack), _ => panic!("not inversion"), }; match results.remove(0).event { Event::Healing { skill: _, overhealing: _, amount } => assert_eq!(amount, 256), _ => panic!("not healing from inversion"), }; match results.remove(0).event { Event::Recharge { skill: _, red, blue: _ } => assert_eq!(red, 64), _ => panic!("not recharge from inversion"), }; } #[test] fn reflect_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); reflect(&mut y.clone(), &mut y, vec![]); assert!(y.affected(Effect::Reflect)); let mut results = vec![]; results = resolve(Skill::Attack, &mut x, &mut y, results); assert!(x.green_life() == 768); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Reflection { skill } => assert_eq!(skill, Skill::Attack), _ => panic!("not reflection"), }; let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 256), _ => panic!("not damage"), }; } #[test] fn siphon_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); x.green_life.reduce(512); let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]); assert!(y.affected(Effect::Siphon)); assert!(x.green_life() == 768); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Effect { effect, skill: _, duration: _ } => assert_eq!(effect, Effect::Siphon), _ => panic!("not siphon"), }; let Resolution { source: _, target, event } = results.remove(0); match event { Event::Healing { amount, skill: _, overhealing: _ } => { assert_eq!(amount, 256); assert_eq!(target.id, x.id); }, _ => panic!("not healing"), }; let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256), _ => panic!("not damage siphon"), }; } #[test] fn corrupt_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); corrupt(&mut y.clone(), &mut y, vec![]); assert!(y.affected(Effect::Corrupt)); resolve(Skill::Attack, &mut x, &mut y, vec![]); assert!(x.affected(Effect::Corruption)); } #[test] fn hatred_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"camel".to_string()); hostility(&mut y.clone(), &mut y, vec![]); assert!(y.affected(Effect::Hostility)); resolve(Skill::Attack, &mut x, &mut y, vec![]); assert!(y.affected(Effect::Hatred)); let mut results = resolve(Skill::Attack, &mut y, &mut x, vec![]); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 512), _ => panic!("not damage hatred"), }; } #[test] fn triage_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"pretaliation".to_string()); // ensure it doesn't have 0 sd x.blue_damage.force(50); // remove all mitigation y.red_life.force(0); y.blue_life.force(0); y.deal_red_damage(Skill::Attack, 5); let prev_hp = y.green_life(); triage(&mut x, &mut y, vec![]); assert!(y.effects.iter().any(|e| e.effect == Effect::Triage)); assert!(y.green_life() > prev_hp); } #[test] fn recharge_test() { let mut x = Cryp::new() .named(&"muji".to_string()); let mut y = Cryp::new() .named(&"pretaliation".to_string()); y.red_life.force(50); y.blue_life.force(50); y.deal_red_damage(Skill::Attack, 5); y.deal_blue_damage(Skill::Blast, 5); let mut results = recharge(&mut x, &mut y, vec![]); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Recharge { red, blue, skill: _ } => { assert!(red == 5); assert!(blue == 5); } _ => panic!("result was not recharge"), } } #[test] fn silence_test() { let mut x = Cryp::new() .named(&"muji".to_string()); silence(&mut x.clone(), &mut x, vec![]); assert!(x.effects.iter().any(|e| e.effect == Effect::Silence)); assert!(x.disabled(Skill::Silence).is_some()); } #[test] fn amplify_test() { let mut x = Cryp::new() .named(&"muji".to_string()); x.blue_damage.force(50); amplify(&mut x.clone(), &mut x, vec![]); assert!(x.effects.iter().any(|e| e.effect == Effect::Amplify)); assert_eq!(x.blue_damage(), 100); } #[test] fn purify_test() { let mut x = Cryp::new() .named(&"muji".to_string()); decay(&mut x.clone(), &mut x, vec![]); assert!(x.effects.iter().any(|e| e.effect == Effect::Decay)); purify(&mut x.clone(), &mut x, vec![]); assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay)); } } // pub enum Skill { // Attack, // // ----------------- // // Nature // // ----------------- // Block, // reduce damage // Parry, // avoid all damage // Snare, // Paralyse, // Strangle, // physical dot and disable // Strike, // Stun, // // Evade, // actively evade // // ----------------- // // Technology // // ----------------- // Replicate, // Swarm, // Orbit, // Repair, // Scan, // track? // // ----------------- // // Nonviolence // // ----------------- // Heal, // Triage, // hot // TriageTick, // Throw, // no damage stun, adds vulnerable // Charm, // Calm, // Rez, // // Sleep, // // Nightmare, // // ------------------- // // Destruction // // ------------------- // Blast, // Amplify, // Decay, // dot // DecayTick, // dot // Siphon, // SiphonTick, // Curse, // Corrupt, // aoe dot // Ruin, // aoe // // ----------------- // // Purity // // ----------------- // Empower, // Slay, // Shield, // Silence, // Inquiry, // Purify, // Purge, // // Precision, // // ----------------- // // Chaos // // ----------------- // Banish, // Hex, // Fear, // Taunt, // Pause, // speed slow // Haste, // Slow, // // used by tests, no cd, no damage // TestTouch, // TestStun, // TestBlock, // TestParry, // TestSiphon, // }